Thank you for this tutorial! it is really helpfull. I have a question, with this method is it possible to add blendshapes from Adv Skelton after doing the rig?
Glad it’s a helpful workflow for you! Yes once you have rigged it with the template you can customize as you wish, you may need to reimport that skeleton/rig to your unreal project depending on what changes you made to the advanced skeleton setup.
Is there an auto-skinning plugin for maya? I'd like to prep custom characters using the UE mannequin skeleton so I can import them into UE and use the UE animations directly on the skeleton without having to do retargeting.... But Im not rigger, and I completely suck at painting blend weights.
Animating in Maya works fine, but trying to use gameexporter while only selecting the root causes errors in Unreal. If I select the mesh, bones, and controls, I'm able to successfully import into Unreal, however the animation asset itself doesn't appear to work properly, the bones wiggle slightly and it doesn't animate in Unreal as it animates in Maya.
@ciaurrix Just select that root individual by pressing + icon in outliner and now export selection in game export tab and import in ue5 by selecting manny skeleton thats it
Thanks for the clear tutorial! Is it possible to import a mannequin animation from Unreal onto the Advanced Skeleton rig in Maya? For example, I may want to animate an attack that starts from a specific pose within the run cycle, so that it will blend nicely.
would you be able to show the process of exporting a custom animation even just something as simple as move the hand up and down, when i export the animation to unreal there is no movement at all but there is in maya?
hi, thanks for video. i tried it but i couldn't find how i can involve root joint to animation. And if root joint don't be involved to animation, animation can't be a root motion animation. Is there any tool about it in this script?
There are controls to switch to ik/fk. If it is already animated, it needs to be baked for AS and there is another switch called match on ART tools, video coming on how to do do both! 👍
When I press Create button, there is a pop up with message: "Clashing Names Detected. Names that AdvancedSkeleton needs to use, are detected in the external skeleton. To proceed, a NameSpace will be added to the external skeletion, to avoid the name-clashes. The lashing names are: Head". What could I do?
Hi, thanks for your comment, yes, after importing facial animation, there will still be a MetaHuman Skeleton in your file. This will "NameClash" if you also try to import a Motion Skeleton file, so you must delete the MetaHuman Skeleton, for importing any other file.
Be sure that you select the right skeleton template that matches your character (UE4 or UE5) if the skeleton you are trying to rig is not exactly to the specs of the skeleton it will not allow it to be rigged with the template, it needs to be 1:1 for it to work based on our experience
Hello , would you mind doing a video for this maya to unreal pipeline but with Unreal5. There seems to be a problem either of the joints, the fbx or the export to unreal. It would be very helpful as there have been questions in the Reddit for UE5 for this
Hi Anne, This video and workflow is with UE5 and includes both the UE4 and UE5 manequins. We'll be doing a new video to showcase even more workflows that students have been requesting from us. Stay tuned
when I import a mannequin to maya, it is very large. Then, after clicking the "create + place fitskeleton" button, a skeleton is created in a T position without binding to a mannequin, How do i fix this issue.
We haven’t encountered this issue as long as your skeleton is 1:1 with UE4 or UE5 skeletons using the templates, if they are not 1:1 it will fail. You’ll want to be sure you’ve selected the correct NameMatcher template (unreal or UE5) based on the exported asset from Unreal Engine you are rigging with AS.
@@ClassCreatives it is the unreal skelaton directly from unreal with nothing changed i try to follow your steps and the skelaton it creates is small and yes i have set the create and place when created the created skelaton is small
when I import a mannequin to maya, it is very large. Then, after clicking the "create + place fitskeleton" button, a skeleton is created in a T position without binding to a mannequin. How to fix it?
We haven’t encountered this issue once we updated to the latest version of AS. You’ll want to be sure you’ve selected the correct NameMatcher template (unreal or UE5) based on the exported asset from Unreal Engine you are rigging with AS.
@@ClassCreatives I have tried both unreal and unreal 5 templates, but still the problem remains. Also changed versions of AS. I am using UE 5.3, Maya 2019/2022. Thanks for the reply!
@ostaprobin1189 try to mention it to Advanced Skeleton, sometimes their updates break what was working previously. There could be some other issue going on that is preventing it from aligning to your mannequin mesh.
I'm pretty stumped and can't find anything online. I'm getting this error: ""Scapula" is on the Left side, FitSkeleton side-joints must start on the Right side. (or have "noMirror" attribute added)" I did Check > Create + Place FitSkeleton, and that worked fine. Using the Unreal5 template, as this is with the Unreal5 skeleton, so a slight deviation from your video. I left the AdvancedSkeleton and Other joint names as is, and the skeleton I have is appropriately named. I'm pretty confused by the error, as the Scapula corresponds to the clavicles, which are clavicle_l and clavicle_r... shouldn't be any issue with left or right? By the way, the Scapula bone that it made is absolutely NOT on the left side like the error says, it is on the right like everything else.
Global/World IK and Local IK are already built in Advanced Skeleton by default. We'll be releasing a video about settings soon inside the gui along with other workflow tips
extremely helpfully, ue dev getting into maya
This is absolute gold
Thanks for this.
Outstanding 🏆🏆🏆! Thank You 🙂!
great video thanks.
great content, thanks!
Thank you for this tutorial! it is really helpfull. I have a question, with this method is it possible to add blendshapes from Adv Skelton after doing the rig?
Glad it’s a helpful workflow for you! Yes once you have rigged it with the template you can customize as you wish, you may need to reimport that skeleton/rig to your unreal project depending on what changes you made to the advanced skeleton setup.
Is there an auto-skinning plugin for maya? I'd like to prep custom characters using the UE mannequin skeleton so I can import them into UE and use the UE animations directly on the skeleton without having to do retargeting.... But Im not rigger, and I completely suck at painting blend weights.
yeh but the rbf are not working
What about the bones counts AS create lots of joint bones. how to reduce them??
Just be sure to adhere to the unreal mannequin skeleton hierarchy if you want it to be compatible with assets from the unreal marketplace.
Animating in Maya works fine, but trying to use gameexporter while only selecting the root causes errors in Unreal. If I select the mesh, bones, and controls, I'm able to successfully import into Unreal, however the animation asset itself doesn't appear to work properly, the bones wiggle slightly and it doesn't animate in Unreal as it animates in Maya.
Seems like a bug, try to report it to Advanced Skeleton as the mannequin templates are a relatively new feature that was added
@ciaurrix Just select that root individual by pressing + icon in outliner and now export selection in game export tab and import in ue5 by selecting manny skeleton thats it
Thanks for the clear tutorial!
Is it possible to import a mannequin animation from Unreal onto the Advanced Skeleton rig in Maya?
For example, I may want to animate an attack that starts from a specific pose within the run cycle, so that it will blend nicely.
Glad you enjoyed the workflow info 🤗Regarding your question, yes this is possible, we are going to post a video about how to do it 👍
would you be able to show the process of exporting a custom animation even just something as simple as move the hand up and down, when i export the animation to unreal there is no movement at all but there is in maya?
Yessir we are working on that now 🫡
@@ClassCreatives thanks so much lol i have asked about this in loads of groups no one can tell what to do surely it cant be that hard
Hey ,thanks for the informative video.Can we export that rig?
Yes the rig and/or animations can be exported from Maya to Unreal.
hi, thanks for video. i tried it but i couldn't find how i can involve root joint to animation. And if root joint don't be involved to animation, animation can't be a root motion animation.
Is there any tool about it in this script?
We’ll try and include some details in our next video 👍
@@ClassCreatives Thank you 👍
how did you switch the hand from FK to IK?
There are controls to switch to ik/fk. If it is already animated, it needs to be baked for AS and there is another switch called match on ART tools, video coming on how to do do both! 👍
@@ClassCreatives BakeHumanIK from the Advanced skeleton panel is that what you mean?
Found it, it was in the picker under anim
When I press Create button, there is a pop up with message: "Clashing Names Detected. Names that AdvancedSkeleton needs to use, are detected in the external skeleton. To proceed, a NameSpace will be added to the external skeletion, to avoid the name-clashes. The lashing names are: Head". What could I do?
Hi, thanks for your comment, yes, after importing facial animation, there will still be a MetaHuman Skeleton in your file.
This will "NameClash" if you also try to import a Motion Skeleton file, so you must delete the MetaHuman Skeleton, for importing any other file.
nothing happens when i click build advanced skeleton, and the create fit skeleton doesnt create anything, anybody else had this?
Be sure that you select the right skeleton template that matches your character (UE4 or UE5) if the skeleton you are trying to rig is not exactly to the specs of the skeleton it will not allow it to be rigged with the template, it needs to be 1:1 for it to work based on our experience
Hello , would you mind doing a video for this maya to unreal pipeline but with Unreal5. There seems to be a problem either of the joints, the fbx or the export to unreal. It would be very helpful as there have been questions in the Reddit for UE5 for this
Hi Anne,
This video and workflow is with UE5 and includes both the UE4 and UE5 manequins. We'll be doing a new video to showcase even more workflows that students have been requesting from us. Stay tuned
Is mudbox still an industry standard software for character design or should i learn z brush which is still wn industry standard
Zbrush is still the go to industry standard for character modeling at most AAA and feature studios.
@@ClassCreatives 👍❤️
Hi, does the rig able to turn into Human IK in Maya?
Advanced Skeleton supports IK controls as well as FK and matching
when I import a mannequin to maya, it is very large. Then, after clicking the "create + place fitskeleton" button, a skeleton is created in a T position without binding to a mannequin, How do i fix this issue.
We haven’t encountered this issue as long as your skeleton is 1:1 with UE4 or UE5 skeletons using the templates, if they are not 1:1 it will fail. You’ll want to be sure you’ve selected the correct NameMatcher template (unreal or UE5) based on the exported asset from Unreal Engine you are rigging with AS.
@@ClassCreatives it is the unreal skelaton directly from unreal with nothing changed i try to follow your steps and the skelaton it creates is small and yes i have set the create and place when created the created skelaton is small
czcams.com/video/cCGXdmqh24U/video.html
when I import a mannequin to maya, it is very large. Then, after clicking the "create + place fitskeleton" button, a skeleton is created in a T position without binding to a mannequin. How to fix it?
We haven’t encountered this issue once we updated to the latest version of AS. You’ll want to be sure you’ve selected the correct NameMatcher template (unreal or UE5) based on the exported asset from Unreal Engine you are rigging with AS.
@@ClassCreatives I have tried both unreal and unreal 5 templates, but still the problem remains. Also changed versions of AS. I am using UE 5.3, Maya 2019/2022. Thanks for the reply!
@ostaprobin1189 try to mention it to Advanced Skeleton, sometimes their updates break what was working previously. There could be some other issue going on that is preventing it from aligning to your mannequin mesh.
@@ClassCreatives thank you so much, I'll try it
I'm pretty stumped and can't find anything online. I'm getting this error: ""Scapula" is on the Left side, FitSkeleton side-joints must start on the Right side. (or have "noMirror" attribute added)"
I did Check > Create + Place FitSkeleton, and that worked fine. Using the Unreal5 template, as this is with the Unreal5 skeleton, so a slight deviation from your video. I left the AdvancedSkeleton and Other joint names as is, and the skeleton I have is appropriately named.
I'm pretty confused by the error, as the Scapula corresponds to the clavicles, which are clavicle_l and clavicle_r... shouldn't be any issue with left or right?
By the way, the Scapula bone that it made is absolutely NOT on the left side like the error says, it is on the right like everything else.
Thanks for the note, we are in the process of making more videos, hopefully they will help the clarify the process
Dont know why but imported mesh is too big for the scene and when controls created with advanced skeleton they are definitely small
We’ve seen this happen sometimes as well, tends to be when the tool gets updated, it could be a bug depending on the version you are using
czcams.com/video/cCGXdmqh24U/video.html
Sorry this is terrible. Most people are going to import their own mesh in not something from Unreal.
Description says unreal manny mate?
Hi , how can I add Global On hands ?
Can someone help me🥸
Global/World IK and Local IK are already built in Advanced Skeleton by default. We'll be releasing a video about settings soon inside the gui along with other workflow tips